Grau Soldado

Mumbling Charlie's page

479 posts. Alias of Tyranius.


Full Name

Mumbling Charlie

Race

Goliath:
Goliath | HP 62/62 AC: 22 | F: +13 R: +13, W: +12 | Low-light; Scent

Classes/Levels

Human | HP 80/80 AC: 23 (25 w/ shield) | F: +12 R: +14, W: +11 | Perception: +11 | Default Exploration: Scout | Hero Points 2/3

Gender

Male

About Mumbling Charlie

Mumbling Charlie:

Mumbling Charley
Male human ranger 6 (Advanced Player's Guide)
N, Medium, Human, Humanoid
Heritage versatile heritage
Background animal wrangler
Perception +11 (+13 to Seek hunted prey)
Languages Common, Draconic, Halfling, Orcish
Skills Acrobatics +12, Athletics +12, Bear +10, Circus Lore +10, Crafting +12, Medicine +11, Nature +9 (+11 to your check to Treat Wounds, subject to the GM’s determination), Performance +8, Stealth +12, Survival +10 (+12 to Track hunted prey, On Subsist critical success, can feed twice as many extra people.)
Str 18 (+4), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 10 (+0)
Items hide armor, wooden shield, +1 longbow (20 arrows), dagger, whip, backpack, bedroll, belt pouch, belt pouch, biting snare (dc 18)s (4), chalks (10), coyote cloak, flint and steel, monkey pin, rations (1 week)s (2), rope (foot)s (50), sheath, soap, spike snare, torchs (5), waterskin, animal companion, light barding, money, purse (6 gp, 7 sp, 2 cp)
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AC 23 (25 with shield raised); Fort +12; Ref +14; Will +11
HP 80
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Speed 25 feet
Melee [1] dagger +14 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Melee [1] shield bash +14, Damage 1d4+4 B
Melee [1] whip +14 (disarm, nonlethal, finesse, trip, reach 10 feet), Damage 1d4+4 S
Ranged [1] [i]+1 longbow[/i] +15 (deadly d10, volley 30, magical, range increment 100 feet, reload 0), Damage 1d8 P
Ranged [1] dagger +14 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Focus Spells 1 Focus Point, DC 19; 3rd Heal Companion
Precision (+1d8) You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Ancestry Feats Clever Improviser, General Training
Class Feats Animal Companion, Heal Companion[APG], Mature Animal Companion
General Feats Ride, Shield Block, Untrained Improvisation
Skill Feats Magical Crafting, Natural Medicine, Risky Surgery[APG], Snare Crafting, Titan Wrestler
Other Abilities animal companion, hunt prey, hunter's edge, iron will, trackless step, warden spells, weapon expertise
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Snarecraft Free Daily Snares (4):

Goliath:

Goliath
Male bear
N, Medium, Animal, Minion
low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +11, Athletics +12, Intimidation +10, Stealth +11, Survival +10
Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
Items light barding
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AC 22; Fort +13; Ref +13; Will +12
HP 62
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Speed 35 feet
Melee [1] claw +12 (agile), Damage 2d6+4 S
Melee [1] jaws +12, Damage 2d8+4 P
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Sun Bear

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Abilities:

  • Hunt Prey [One action] - You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

    You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

    You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

  • Heal Companion - Heal companion
    You harness positive energy to heal your animal companion’s wounds. You restore 1d10 Hit Points to your animal companion. The number of actions you spend Casting this Spell determines range and other parameters.

    [one-action] (somatic) The spell has a range of touch.
    [two-actions] (verbal) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.
    Heightened (+1) The amount of healing increases by 1d10, and the additional healing for the 2-action version increases by 8.

  • Hunter's Edge - You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.

  • Shield Block [Reaction] - You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

  • Command an Animal [one action] - Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.

  • Bear Support Benefit [One action] - Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.

    Bear Your bear mauls your enemies when you create an opening. Until your next turn, all your weapon Strikes against a creature your bear threatens deal 1d8 additional slashing damage. If your bear has a specialization, the additional slashing damage increases to 2d8.

  • Snare crafting - You can use the Craft activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book.

    Wooden Shield [AC Bonus +2] [Hardness 3] [HP/BT 12(6)]

  • Add to Herolab:

  • +5 GP
  • +10 GP
  • Trick:

    Clown Hunting. Ranger stalks clowns throughout circus tent, catching them in snares and hanging them from the ceiling. The final event is he must hunt and trap a bear that gets loose, scaring away the rest of the clowns. (Stealth)

    Class Feats:

    4: Snare Specialist
    6: Mature Animal Companion
    8: Powerful Snares
    10: Incredible Companion (Nimble)
    12: Lightning Snares
    14:
    16: Specialized Companion
    18: Masterful Companion
    20: